C.Viper Combos and Glitches

qcfu + fa + dash
thing is, you can’t do it instantly with reliability, you have to hit the siesmo…wait…then input it. You do it fast, you get the meter version(obviously with no meter you can do it faster and more reliably)

edit: just realized were talking about the non meter version.
anyways

can someone explain to me how to do a consistent double or even triple seismo?? cant seem to get it all the time.

have tried doing (after first seismo that hits) F, D, DF, F, UF + punch and F, D, DF, F, UF, F+ punch (works well others characters on commands that needs to cancel jumps … per se) and i just cant do it whenever i want. any tips on timing / command input?

Well that’s obvious since you can’t do the no metered cancel without waiting for the super jump frames of the seismo. You can only SJC FADC off of moves that can be SJC’d in the first place. You can’t do something random like d+HK sweep to SJC FADC.

edit ~ owned by not reading

^
deviljin already posted that. if you want something harder try:
cl.hp xx hp.knuckle feint, cr.hp xx EX seismo SJC FADC, fr.hk (knockdown)
a close second placer might be:
cl.hp xx hp.knuckle feint, cr.hp xx EX seismo SJC hp.knuckle feint, mp.knuckle, EX flame
more stuff to input but i find SJC knuckle easier that SJC FADC

oops sorry for that i didnt read the previous posts

since that was posted

ill just add this

FP xx EX siesmo SJC FDAC TKFP FDAC Ultra (time ultra a bit late)

(mid screen)

kyro i seen that second combo. on the internets. looks crazy flashy especially with the last feint.

Honestly her hardest combo is F+mp c.lp s.lk c.lk sjc ultra…lol

I actually found that you don’t need the FADC for this. If you follow the SJC with a j.hk, you’ll land first and can then do the ground hk for the knockdown.

I’m not sure if that’s something that can be done consistently, but I know I did on accident a lot while learning ex seismo sjc burning kick.

any chance the first four posts are gonna start being edited with some nice combos? i have nothing to punish people with and it shows in my gameplay. ill read the thread to see what I can pick up… i just wish it were organized. i read the milf combo thread too but theres nothing there really

I’m having trouble landing the EX seismo HJC BK, mp.TK, hp.TK corner combo. It seems like the TK is coming out too late and misses. I’ve tired to get it out faster, but it’s like viper’s still in the air from the BK.

I’ve tried both the HJC and HJ > BK versions with no luck. I don’t have any problem connecting a hp.TK after the BK and even the Ultra isn’t too bad most of the time.

I can’t seem to pull of the hp.TK feint, mp.TK outside the combo at the moment for some reason (probably rushing the mp.TK actually), so hopefully that’s not necessary like a few people have mentioned.

I assume it’s just a timing thing, but I’m not sure where to go from here. It’d be really nice to have the option to finish with the mp.TK, hp.TK in the corner. Anyone have any advice? Was there a video of this combo that I missed?

It may have been posted but, any corner juggle ended with a ground EX BK can get an additional hit by doing instant SJ(towards) EX BK. Not much but if you’ve got good execution its always smart to squeeze that extra bit of damage/stun when you can :tup:

I can do the zero meter cancel in normal block strings, but after EX Seismo, its got such a small window, both for the cancel and the dash>ultra. Its going to take a hell of a lot of work to get this down, but it would absolutely be worth the trouble.

This might have already been posted, but when you normal jump over a character and you do vipers RH.BK when shes about to land instead of landing she will jump back over to the other side with BK. You have to input the BK in the opposite direction as if it was a cross up so instead of QCB it would be QCF. I have to do some more testing but from what i can tell i think the LK version hits the back of crouching opponents, while the medium and RH both whiff crouches, the medium one puts you in there face, and the RH puts you about a pace away. Now for standing opponets RH will put you right back in there face, while the medium hits from the back (I think), and the LK from the front. Don’t quote me on the medium and LK standing versions I have yet to test how to see if they cross up. This gives viper yet another layer of ludicrous cross up game on wake up.

Been fooling around with Viper and gotten the basics down and trying to move into bigger and better combos. I’ve watched a heap of vids and I noticed people doing a certain combo but I just can’t do it.

It’s when they jumpin with a HK then do a s.HP to EX Seismo sjc BK ultra/fierce TK.

Trying to figure out staple-combos to use from all the vids I’m watching and trying to learn this one but I just can’t get out the EX Seismo after s.HP/c.HP. Anyone got any idea on what I might be doing wrong?

You can try the DP shortcut if you don’t mind a cr.hp to ex seismo. Inputs would be df, hp, df, hp+mp (or whatever two punches you’re comfortable with). You can also do df, hp+mp, df, hp+mp if that helps, since the first one will register as just a hp. If you can do that much on its own but can’t land it after the HK, you might try landing the HK deep (as if you were going for j.hk, air BK). Other than that, good luck.

Thanks Bentron, I’ll try that right away when I get home. Probably have some people wanting to play me after posting my PSN on a swedish SFIV-site since I’m the only Viper :sweat: Don’t wanna make a fool out of myself not knowing a basic staple-combo!

c.mk > mp.tk > super > super whiffs? It like teleports behind them.
This was on a crouching guile and if I remember correctly my c.mk was blocked but my mp.tk hit then immediately used my super.

It’s happened to me before, just trying to figure out WHY its happening.
Maybe if they are crouching? maybe it happens against crouching guiles?

Guile’s hit box is weird…that’s why.

Probably it, next time some friends come over I’ll test it.

There are three versions of Viper’s super depending on the button pressed. The versions vary in distance covered and amount of recovery time from the last flaming somersault.

Jab version covers the farthest distance of the three versions and is the only one that goes through your opponent if you cancel into it from MP TK upclose while they are ducking. Guile isn’t the only one it goes through it seems. It’s happened to me against Cammy aswell.

Just don’t use the jab version, el oh el.

I tried searching for it, but couldn’t find it… forgot what was the exact properties of Viper’s Super concerning the button pressed. We all know the jab one is the slowest to connect and also there are longer intervals between the three hits… but what makes the Jab one worth using? Is it ONLY distance covered that makes it worth it or does it have invincibility properties on start-up? Anyone know?

All I know is that MP and HP versions seem to be better when used in combos and when you want to juggle someone in the air.

Thanks for any input.